Quest: Every time one of your Images Critically Strikes an hero, gain 0.5 Attack Damage, up to 20. Reward: After hitting 40 Heroes, gain an additional 20 Attack Damage.

Way of the Wind [E]

Quest: Attacking a Hero from Wind Walk increases the movement speed bonus of Wind Walk by 1.25%, up to 25%. Reward: After hitting 20 Heroes, the duration before Wind Walk can be broken by damage is increased to 2.5 seconds.

Level 4

Deflection

While Advancing Strikes is active, you take 25% reduced damage from Hero Basic Attacks.

Mirage [Q]

Mirror Image grants you and your Images 2 charges of Spell Block, reducing the damage of the next enemy Ability against you by 50%. Can hold up to 2 charges.

One with the Wind [E]

While Stealthed by Wind Walk, you take 60% reduced damage from all sources.

Level 7

Crushing Blows [W]

Critical Strike now has two charges, and Critical Strikes deal an additional 25% of your Basic Attack damage.

Burning Blade [W]

Critical Strikes unleash a burst of flame, dealing an additional 65% of your Basic Attack damage to the target and nearby enemies.

Phantom Pain [W]

Critical Strikes deal an additional 40% of your Basic Attack damage for each Image you have active.

Level 10

Bladestorm

Become an Unstoppable whirlwind of death, dealing 260 damage per second to nearby enemies for 4 seconds.

Illusion Master

Switch places with the target Mirror Image. Passive: You can control Mirror Images separately or as a group, and they deal an additional 20% of your damage.

Level 13

Mirrored Steel [Q]

Basic Attacks against Heroes reduce the cooldown of Mirror Image by 1 second.

Kawarimi [E]

Wind Walk creates an Image at your location that will continue whatever you were doing.

Shukuchi [E]

Wind Walk teleports Samuro a short distance in the direction he's currently facing.

Level 16

Press the Attack

While Advancing Strikes is active, Basic Attacks increases your attack speed by 15%, up to 60%.

Harsh Winds [E]

Attacking a Hero from Wind Walk causes them to take 30% increased damage from you and your Images for 3 seconds.

Recently Browsing
0 members

Similar Content

An overview of a few changes to the game's monetization model in the upcoming patch.
Gold
You can now convert Gold into Shards and purchase Rare Loot Chests with Gold.
Shards
Shards are used to forge cosmetic items for your Collection. You can acquire Shards by purchasing them with Gold or opening Loot Chests. Starting next week, you will be able to purchase Shards with Gold.
100 Shards cost 2,000 Gold.
500 Shards cost 10,000 Gold.
Loot Chests
Loot Chests can no longer be purchased using Gems / real money, so the gambling aspect is virtually gone in Heroes.
Rare Loot Chests cost 3,000 Gold each.
Do you like the changes? Let us know in the comments!

The latest patch comes with a lot of exciting new content available for testing, ranging from Hero reworks up to the new Caldeum Complex event, and revamped Hero roles.
Patch Highlights
The latest content patch will go live next week.
You can now convert 10,000 Gold into 500 Shards (PTR values are subject to change at any time throughout testing).
Hero Roles have been reworked. You can find more details in this post.
Hero and Team League have been merged into a single Ranked queue called Storm League.
Loot Chests can no longer be purchased with Gems.
Rare Loot Chests can be purchased for 3,000 Gold each.
A new Caldeum Complex Event comes with new skins and rewards. Caldeum Complex Loot Chests will have a chance to contain items from previous Lunar New Year Spring Events.
Chromie and Lucio have been reworked. Click here for a full list of updated abilities and talents.
Chromie's Sand Blast (Q) now deals 50% damage to Structures, Dragon's Breath's (W) ground warning is no longer visible to enemies, and the spell fires 3 blasts with a 0.75 delay towards a vector targeted direction, Time Trap (E) must now be detonated and affects friendly targets.
Lucio's Wall Ride has been moved to (Z). He received a new trait called "Push Off".
While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second.
Lucio has a new Heroic ability High Five (R1) that can be activated to quickly skate towards a target allied Hero, healing them for 250 and granting Unstoppable for 1 second, with a 15 second cooldown per allied Hero.
Blizzard (Source)
Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until the week of March 25. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
General
The cap on maximum negative Armor has been increased from -25 to -75, now that different Armor effects no longer stack
Developer Comment: The negative Armor cap was originally instituted as a safety precaution so that stacking long term negative Armor effects wouldn’t lead to degenerate gameplay. We don’t anticipate many effects to go beyond -25, but there are a few cases where this can happen (including the new Unraveling Talent on Chromie and Sgt. Hammer’s Shrapnel Mines).
Hero Roles Update
Updated roles include: Tank, Bruiser, Support, Healer, Melee Assassin, and Ranged Assassin
For more information, please review our blog here
Loot chests are no longer available for Gem purchase
Rare loot chests are now available for Gold purchase (3000 each)
New Event: Caldeum Complex
Welcome to the Caldeum Arcopolis, 2103 AD. A city bought and sold a hundred times over, now giant Mega Corporations hold more sway in the ever-shifting politics of the world than governments. Down on the rain slicked streets, humans, mutants, machines and synthetics all struggle to find their place in the light of the neon glow beneath the towering monuments to capitalism lording over them.
With such oppression, the common people often turn to a life of crime. The leader of one of the largest gangs, the Azure Dragons, goes by the nickname, Chromie. Both a hacker and an anti-corporate street artist, many have said her work has an almost prophetic quality, as if she sees through time itself. The corporate media would have you believe she uses her gang of hackers to illegally ensure her prophecies become true, but lately her work has turned dark, as if she’s seen a cataclysmic force on the horizon…
Recently, the Dragons have found an ally in the Onyx Turtles. While it’s rare to see the gangs working together, as the noose of systemic oppression has grown tighter, those in the underbelly of the mega-city have had to find new ways to survive. Kharazim and his Turtles are a harder sort of stock than most, with many known gladiators and street fighters serving in the ranks. This new alliance has provided the Azure dragons a strong defense against threats in the physical world.
High above, the Jigoku Cybenetics Corporation, a primary manufacturer of mechanical augmentations, has become a target of both groups. In the mean streets, human enhancement has become one of the few options left to move the playing field more into the favor of those willing to bend the law. But their efforts have not gone unnoticed, and any who would dare to impugn the honor of Jigoku find themselves in the sights of the CyberOni, Jigoku’s elite agents: merciless killers at the beck and call of their bureaucratic masters.
Caldeum Complex Quest Chain
Make Contact with the Dragons: Capture 8 Mercenary camps in winning games
Reward: Azure Dragons Spray and 3 Day Boost
Meet the Azure Prophet: Win 2 games as a Melee or Ranged Assassin
Reward: Azure Dragon Chromie Portrait and a Caldeum Complex Loot Chest
Earn the Turtles’ Trust: Contribute 25,000 XP in winning games
Reward: Onyx Turtles Spray and 250 Gold
Spar with Kharazim: Win 2 Games as Healer or Support
Reward: Onyx Turtle Kharazim Portrait and Cyberpunk Phrases Pack
Join the Tigers’ Hunt: Kill 150 Minions in winning games
Reward: Ivory Tigers Spray and 250 Gold
Prove Your Valor to Johanna: Win 2 games as Tank or Bruiser
Reward: Ivory Tiger Johanna Portrait and a Caldeum Complex Loot Chest
Take Down the CyberOni Butcher: Achieve 50 takedowns in winning games
Reward: Jigoku Cybernetics Spray and Jigoku Cybernetics Butcher Portrait
Raid Jigoku Cybernetics Research Facility: Destroy 10 Forts or Keeps in winning games
Reward: Jigoku Cyber Oni Warboar and 500 Gold
Caldeum Complex Loot Chests
Starting the week of March 26, all Loot chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gold will be Caldeum Complex Loot Chests. These loot chests guarantee at least one item from the Caldeum Complex or previous years’ Lunar New Year Spring events. Carve out your place among the infamous gangs and score yourself some sweet loot before the streets calm on April 30!
Note: Loot Chests earned prior to the start of this event will not become Caldeum Complex Loot Chests.
Storm League
Hero League and Team League have been merged into a single ranked queue: Storm League
Players must have 16 or more Heroes available and account level 50 or above to queue for Storm League
Additional Details:
Players can choose their preferred roles in the Ranked menu, so other team members can understand their play style
Players can see party members’ win count under their rank badges on the Storm League queue screen
The starting MMR in Storm League will be taken from a player’s last highest MMR from Hero League or Team League, whichever is higher
Players will be prevented from queuing up in Storm League as a party together if their rank difference is more than 2 leagues apart
There is a tooltip available to indicate this
Exception: For players in a party of 5, any member outside the party’s League spread maximum will not be counted toward matchmaking requirements
Exception: Players who have not yet placed are able to play with anyone
Leaderboards have been updated to reflect Storm League
Heroes
We have recently revamped hero roles. For more information on this, check out our blog here.
Healers
Lúcio

Abilities
Crossfade (W)
Healing decreased from 16 to 15 per second
Movement Speed aura reduced from 20% to 10%
Amp It Up (E)
Healing Boost heal reduced from 114 to 112 per second
Speed Boost Movement Speed reduced from 45% to 30%
Wall Ride (Z)
Moved from (Trait) to (Z)
Skate Mode (Z)
Removed
New Trait – Push Off
While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second
Talents
Level 1
Maximum Tempo (E)
Removed
Party Mix (E)
Moved from Level 7
New Talent – Smooth Moves (Z)
Increase Wall Ride duration by 1 second; while Wall Ride is active, your Basic Attacks heal Lúcio for 30% of their damage and restore 0.5 Mana
Level 4
Chase the Bass (Q)
Removed
Subwoofer (Q)
Additional functionality:
Close enemies are knocked back 75% further
Quest: Hit 3 enemy Heroes with the same Soundwave
Reward: Increase Soundwave arc by 50% and range by 20%
New Talent – Supersonic (Trait)
Push Off recharges 100% faster while you have the Wall Ride buff
Level 7
Sonic Amplifier (W)
Removed
Reverse Amp (W)
Moved from Level 10
New functionality:
While Amp It Up is active, Healing Boost deals 50 damage a second and Speed Boost slows by 20% to enemies in the aura
New Talent – Good Vibrations (Q)
Every enemy hit with Soundwave grants Lúcio a 35-point Shield for 7 seconds; this value is tripled for enemy Heroes hit
Level 10
New Heroic – High Five (R)
Activate: Quickly skate towards target allied Hero, healing them for 250 and granting Unstoppable for 1 second (15 second cooldown per allied Hero)
Level 13
Beat Mixing (W)
Removed
Can't Stop, Won't Stop (Trait)
Removed
Back in the Mix (Trait)
Removed
Hard Style (Trait)
Removed
Slip (Z)
Moved from Level 1
New functionality:
While Wall Ride is active you gain 20 Armor and if you pass through an enemy Hero, you gain 40% Movement Speed for 1 second
New Talent – All Together (W)
Each allied Hero in your Crossfade aura grants 5% base Movement Speed (this bonus stacks with other Movement Speed buffs)
New Talent – Heavy Casters (Trait)
Push Off no longer Slows but instead Stuns enemies for 0.5 seconds
Level 16
Bring it Together (E)
Removed
Up the Frequency (E)
No longer reduces Mana Cost
Additional functionality:
While Wall-Riding, increase your Basic Attack range by 40%; Basic Attacks lower the cooldown of Amp It Up by .45 seconds
New Talent – Up to Eleven (E)
Activate: Increase the duration of your active Amp It Up by 2 seconds (60 second cooldown)
Level 20
Synaesthesia Auditiva (E)
Removed
Bonus Track (E)
Removed
Nonstop Remix (R)
Removed
New Heroic Mastery – Mixing Fire (R)
You can now High Five enemy Heroes, damaging them for 225 and reducing all healing done to them by 50% for 3 seconds.
Passive: Increase the duration of Amp It Up by 1 second
New Talent – House Party (W)
All of your healing is increased by 10% for each allied Hero in your aura
New Talent – Summer Anthem (W)
Activate: Other allies in your Crossfade aura cannot be reduced below 1 Health for 1.5 seconds (75 second cooldown)
Developer Comment: Lúcio’s rework is unlocking some new ways to help your allies and further harass your enemies! His old Trait, Wall Ride, is still completely functional but has been moved to his Mount (Z). The replacement Trait, Push Off, is a new utility Ability that gives Lúcio more mobility with a built-in way to peel enemies for his allies.
That is just the beginning, though, as Lúcio has also gained a new Heroic Ability—High Five. This Ability allows him a small bit of burst healing to help compete with Sound Barrier while also granting an on-demand Unstoppable buff to allies that may have bitten off more than they can chew. If you were a big fan of Reverse Amp, no need to worry, it stays on his kit in the form of a talent and has similar functionality! In response to the added power, we are slowing him down a little so he is not quite as frustrating to lock down.
Ranged Assassins
Chromie

Abilities
Sand Blast (Q)
Now hits all enemy types, though stops travel after one hit
Deals 50% damage to Structures
Baseline quest has been removed
Casting a Sand Blast now spawns an Echo that replicates Chromie’s Sand Blasts and Basic Attacks, dealing 50% damage; Maximum of one Echo active at a time
Damage reduced from 315 to 280
Cooldown increased from 2.5 to 3 seconds
Cast time reduced from .8125 to .5 seconds
Initial missile speed has been reduced, but acceleration has been added
The time the missile takes to travel its full distance has been increased from .4375 to .625 seconds
Dragon's Breath (W)
Ground warning is no longer visible to enemy heroes
Damage reduced from 390 to 195
Now fires a succession of 3 blasts with a 0.75 second delay towards a vector targeted direction
Cooldown increased from 8 to 15 seconds
Mana cost increased from 50 to 75
Time Trap (E)
Once placed, now requires Chromie to re-activate the Trap with (D) to detonate and puts all units in the area in Time Stop
Now affects allies as well as enemies
Search area increased from 1.5 to 2 radius
Mana cost increased from 25 to 30
Health increased from 300 to 500
Timewalker/Bronze Talons (Trait)
The Bronze Talons Basic Attack component of her trait has been removed
Talents
Level 1
Deep Breathing (W)
Stacks increased from 12 to 25
Bonus reduced from 5 to 2 per stack
Bonus at maximum stacks reduced from 140 to 50
New Talent – Once Again the First Time (Q)
Quest: Hit an enemy Hero with Sand Blast 40 times
Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2
Mounting Sand (Q)
Removed
Level 2
Andorhal Anomaly (E)
Moved from Level 18
No longer causes all three charges to refresh at once
Additional functionality:
Reduces the cooldown of Time Trap by 5 seconds
All Time Traps are detonated at the same time
New Talent – Chronic Conditions (E)
After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds
New Talent – Time Troubles (E)
After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds
Enveloping Assault (W)
Removed
Timely Surprise (E)
Removed
Level 5
Mobius Loop (W)
Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit
Mana return reduced from 100 to 40 per enemy Hero hit
Bronze Talons (Q)
Has been redesigned
When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds
New Talent – A Proper Greeting
Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds
Dragon's Eye (W)
Removed
Chrono Sickness (E)
Removed
Level 8
Slowing Sands (R1)
Redesigned: Slow now increases the longer an enemy is in the affected area
Now Slows by 5% every 0.25 seconds, up to a maximum of 70%
Temporal Loop (R2)
Range reduced from 11 to 8
Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds
Level 11
Here and There (Active)
Now has a range of 9
Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location
New Talent – Gnome Speed Ahead! (Q)
After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds
Bye Bye! (B)
Removed
Level 18
New Talent – Unravelling (R1)
Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30
Stuck in a Loop (R2)
Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds
New Talent – Blessing of the Bronze
Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster
Pocket of Time (R1)
Removed
Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.
Lunara

Talents
Level 4
Blossom Swell (Q)
Movement Speed bonus reduced from 15% to 12%
This Movement Speed bonus now stacks with other Movement Speed bonuses
Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
Bug Fixes
Fixed an issue where the healing nameplate UI would be hidden when the total equals 0.
Fixed an issue where broadcasts would sometimes appear twice when sent
Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!

The Heroes team recently talked about Loss Forgiveness, Storm League seeding, and solo queue in a series of blue posts on Reddit.
Loss Forgiveness Clarifications
Loss Forgiveness was discussed during the Ranked & Balance & Matchmaking AMA of March 6. The new feature is there to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potentional loss. We learned that it has undergone significant development and the team still plans to implement it to the game. Yesterday, however, the Heroes team informed us that there are still some edge cases that impact the release of Loss Forgiveness. The tricky portion of the feature is to truly determine, whether a player has connection issues or is disconnecting on purpose.
Blizzard (Source)
Do you plan to implement a loss forgiveness mechanic for being matched with AFK/Disconnected players in ranked?
Hello Midnight7_7:) Firstly I'd like to let you know that the The Loss Forgiveness feature has undergone significant development, and is something we still plan on delivering. However, there are quite a few edge cases that we need to consider when developing this feature in order to make sure it provides the best experience for you, the player. Let's break this question down into a few scenarios:
A game completes while a player is disconnected: A leaver penalty is already applied to the account and the user is no longer able to participate in ranked matches until they have played the required amount non ranked matches. This scenario is already handled.
A player is disconnected for a significant portion of the match: This is the Loss Forgiveness feature that we would like to polish.
Update Posted on March 18th
Hey folks,
I'd like to bring some clarity to the second point that was intentionally left vague as we are working around some of the edge cases that impact the release of this feature.
The Loss Forgiveness feature is designed to help soften the impact of a team with a player missing a significant portion of a match which contributes to a potential loss. Ideas that that we've considered and are still polishing up are:
The amount of time a player needs to be absent for before they significantly lessen the chance for their team to win.
If the team who experienced the absent player wins - still award the win.
If the team who experienced the absent player loses - forgive the loss.
If the offending player has a frequent history of being absent for significant portions of a match, apply a stricter penalty that impacts their rank. The duration of time the player will be flagged as a frequent deserter will be for the remainder of the season.
The tricky situation around the polish of Loss Forgiveness is determining if a player truly disconnected or is experiencing (potentially widespread) connectivity issues outside of their control. In the event the player is experiencing connectivity issues, we feel it may be unfair to apply a stricter penalty that impacts their rank. On the other hand, for players who are intentionally frequently absent from a game, the stricter penalty needs to be applied otherwise the system can be exploited.
I hope this brings some additional clarity around some of the misunderstandings.
Using Team League MMR to Seed Storm League & Single Queue
Hero and Team League will be merged into Storm League, a single Ranked queue, in the latest content patch that arrives on live servers next week. The starting MMR in Storm League will be taken from a player's last highest MMR from Hero or Team League, whichever is higher. One reason why the Heroes team is okay with that, despite the unbalanced Team League, is because they plan to cap everyone at Diamond 5, so boosted players will have to fight their way up the ranks.
They're also internally considering the return of Solo Queue (being matched with other solo players), but it won't ship with the new Season.
Blizzard (Source)
Blizzard, it is no secret that TL is a highly unbalanced mess where ranks are made up and points don't matter. I assume you don't want to completely ostracize players that exclusively play TL, but I would highly recommend you ignore TL entirely when it comes to seeding Storm League. If you do not I fear the clown fiesta that Ranked is now will only be enhanced and your new mode will be DOA.
Good afternoon Reddit friends,
We have been hearing this feedback loud and clear, and have talked about it internally a lot. We understand your feelings about this and are working very hard to make sure that Storm League is fun, competitive, and inviting to all players interested in it.
The major reason we are okay with taking the highest between both current Leagues is because we plan to 'clamp' the high-end of the player base. The exact clamp position is still subject to change, but we are currently targeting an MMR equivalent of Diamond 5. This means that even players that were previously 'boosted' in TL games, will have to fight their way back into higher rankings. 'Boosted' players that don't actually deserve their current MMR should fall to where they belong over time, and with the incoming decay changes, will not be able to place high and then just quit.
We are still very hard at work on a lot of this stuff, so please continue to give your feedback and discuss all of the stuff you are looking forward to, as well as the things you would like to see changed!
Have a wonderful PTR day!
Thank you for the reply. Could you tell us if there will be a solo queue only possibilty? Like to only queue vs other solo players?
We have talked about this internally and think it's a great idea. We also bounced-around the idea of each player having two visible MMR's as well (solo and group).
The chance of it shipping with the first season is very small though, as we still have a huge amount of work to finish the current scope.
So correct me if I'm wrong. What you're saying is that the highest rank anyone will be able to achieve when Storm league goes live is (for now)D5? Is it for TL MMR only or both?
For both - but again, that is still subject to change as we continue fleshing out the full feature.